package com.ebocy.hammer.core.domain;

import com.ebocy.hammer.core.db.model.BaseEntity;

import com.ebocy.hammer.core.db.annotations.Entity;

@Entity
public class Hammer extends BaseEntity { 

	private static final long serialVersionUID = 1L;
	/**锤子ID*/
	private int hammerId;
	/**设置锤子ID*/
	public void setHammerId(int hammerId) {
		this.hammerId = hammerId;
	}
	/**获取锤子ID*/
	public int getHammerId(){
		return hammerId;
	}
	/**锤子名称*/
	private String name;
	/**设置锤子名称*/
	public void setName(String name) {
		this.name = name;
	}
	/**获取锤子名称*/
	public String getName(){
		return name;
	}
	/**攻击力*/
	private int attack;
	/**设置攻击力*/
	public void setAttack(int attack) {
		this.attack = attack;
	}
	/**获取攻击力*/
	public int getAttack(){
		return attack;
	}
	/**攻击范围*/
	private int attackDis;
	/**设置攻击范围*/
	public void setAttackDis(int attackDis) {
		this.attackDis = attackDis;
	}
	/**获取攻击范围*/
	public int getAttackDis(){
		return attackDis;
	}
	/**暴击率*/
	private int criRate;
	/**设置暴击率*/
	public void setCriRate(int criRate) {
		this.criRate = criRate;
	}
	/**获取暴击率*/
	public int getCriRate(){
		return criRate;
	}
	/**暴击值*/
	private int criValue;
	/**设置暴击值*/
	public void setCriValue(int criValue) {
		this.criValue = criValue;
	}
	/**获取暴击值*/
	public int getCriValue(){
		return criValue;
	}
	/**眩晕率*/
	private int haloRate;
	/**设置眩晕率*/
	public void setHaloRate(int haloRate) {
		this.haloRate = haloRate;
	}
	/**获取眩晕率*/
	public int getHaloRate(){
		return haloRate;
	}
	/**眩晕效果*/
	private int haloValue;
	/**设置眩晕效果*/
	public void setHaloValue(int haloValue) {
		this.haloValue = haloValue;
	}
	/**获取眩晕效果*/
	public int getHaloValue(){
		return haloValue;
	}
	/**眩晕时间(ms)*/
	private int haloTime;
	/**设置眩晕时间(ms)*/
	public void setHaloTime(int haloTime) {
		this.haloTime = haloTime;
	}
	/**获取眩晕时间(ms)*/
	public int getHaloTime(){
		return haloTime;
	}
	/**连续击杀奖励（普通）*/
	private int kill;
	/**设置连续击杀奖励（普通）*/
	public void setKill(int kill) {
		this.kill = kill;
	}
	/**获取连续击杀奖励（普通）*/
	public int getKill(){
		return kill;
	}
	/**值（普通）*/
	private int killValue;
	/**设置值（普通）*/
	public void setKillValue(int killValue) {
		this.killValue = killValue;
	}
	/**获取值（普通）*/
	public int getKillValue(){
		return killValue;
	}
	/**持续时间（ms）*/
	private int killTime;
	/**设置持续时间（ms）*/
	public void setKillTime(int killTime) {
		this.killTime = killTime;
	}
	/**获取持续时间（ms）*/
	public int getKillTime(){
		return killTime;
	}
	/**连续被击杀奖励（普通）*/
	private int beingkill;
	/**设置连续被击杀奖励（普通）*/
	public void setBeingkill(int beingkill) {
		this.beingkill = beingkill;
	}
	/**获取连续被击杀奖励（普通）*/
	public int getBeingkill(){
		return beingkill;
	}
	/**值（普通）*/
	private int beingkillValue;
	/**设置值（普通）*/
	public void setBeingkillValue(int beingkillValue) {
		this.beingkillValue = beingkillValue;
	}
	/**获取值（普通）*/
	public int getBeingkillValue(){
		return beingkillValue;
	}
	/**持续时间（ms）*/
	private int beingkillTime;
	/**设置持续时间（ms）*/
	public void setBeingkillTime(int beingkillTime) {
		this.beingkillTime = beingkillTime;
	}
	/**获取持续时间（ms）*/
	public int getBeingkillTime(){
		return beingkillTime;
	}
	/**蓄力攻击力*/
	private int sattack;
	/**设置蓄力攻击力*/
	public void setSattack(int sattack) {
		this.sattack = sattack;
	}
	/**获取蓄力攻击力*/
	public int getSattack(){
		return sattack;
	}
	/**蓄力时间(ms)*/
	private int stime;
	/**设置蓄力时间(ms)*/
	public void setStime(int stime) {
		this.stime = stime;
	}
	/**获取蓄力时间(ms)*/
	public int getStime(){
		return stime;
	}
	/**蓄力攻击范围*/
	private int sattackDis;
	/**设置蓄力攻击范围*/
	public void setSattackDis(int sattackDis) {
		this.sattackDis = sattackDis;
	}
	/**获取蓄力攻击范围*/
	public int getSattackDis(){
		return sattackDis;
	}
	/**蓄力暴击率*/
	private int scriRate;
	/**设置蓄力暴击率*/
	public void setScriRate(int scriRate) {
		this.scriRate = scriRate;
	}
	/**获取蓄力暴击率*/
	public int getScriRate(){
		return scriRate;
	}
	/**蓄力暴击值*/
	private int scriValue;
	/**设置蓄力暴击值*/
	public void setScriValue(int scriValue) {
		this.scriValue = scriValue;
	}
	/**获取蓄力暴击值*/
	public int getScriValue(){
		return scriValue;
	}
	/**蓄力眩晕率*/
	private int shaloRate;
	/**设置蓄力眩晕率*/
	public void setShaloRate(int shaloRate) {
		this.shaloRate = shaloRate;
	}
	/**获取蓄力眩晕率*/
	public int getShaloRate(){
		return shaloRate;
	}
	/**蓄力眩晕效果*/
	private int shaloValue;
	/**设置蓄力眩晕效果*/
	public void setShaloValue(int shaloValue) {
		this.shaloValue = shaloValue;
	}
	/**获取蓄力眩晕效果*/
	public int getShaloValue(){
		return shaloValue;
	}
	/**蓄力眩晕时间(s)*/
	private int shaloTime;
	/**设置蓄力眩晕时间(s)*/
	public void setShaloTime(int shaloTime) {
		this.shaloTime = shaloTime;
	}
	/**获取蓄力眩晕时间(s)*/
	public int getShaloTime(){
		return shaloTime;
	}
	/**连续击杀奖励（蓄力）*/
	private int skill;
	/**设置连续击杀奖励（蓄力）*/
	public void setSkill(int skill) {
		this.skill = skill;
	}
	/**获取连续击杀奖励（蓄力）*/
	public int getSkill(){
		return skill;
	}
	/**值（蓄力）*/
	private int skillValue;
	/**设置值（蓄力）*/
	public void setSkillValue(int skillValue) {
		this.skillValue = skillValue;
	}
	/**获取值（蓄力）*/
	public int getSkillValue(){
		return skillValue;
	}
	/**持续时间（蓄力）*/
	private int skillTime;
	/**设置持续时间（蓄力）*/
	public void setSkillTime(int skillTime) {
		this.skillTime = skillTime;
	}
	/**获取持续时间（蓄力）*/
	public int getSkillTime(){
		return skillTime;
	}
	/**连续被击杀奖励（蓄力）*/
	private int sbeingkill;
	/**设置连续被击杀奖励（蓄力）*/
	public void setSbeingkill(int sbeingkill) {
		this.sbeingkill = sbeingkill;
	}
	/**获取连续被击杀奖励（蓄力）*/
	public int getSbeingkill(){
		return sbeingkill;
	}
	/**值（蓄力）*/
	private int sbeingkillValue;
	/**设置值（蓄力）*/
	public void setSbeingkillValue(int sbeingkillValue) {
		this.sbeingkillValue = sbeingkillValue;
	}
	/**获取值（蓄力）*/
	public int getSbeingkillValue(){
		return sbeingkillValue;
	}
	/**持续时间（蓄力）*/
	private int sbeingkillTime;
	/**设置持续时间（蓄力）*/
	public void setSbeingkillTime(int sbeingkillTime) {
		this.sbeingkillTime = sbeingkillTime;
	}
	/**获取持续时间（蓄力）*/
	public int getSbeingkillTime(){
		return sbeingkillTime;
	}
}
